﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Microsoft.Phone.Controls;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;

namespace BallMadness
{
    public partial class GamePage : PhoneApplicationPage
    {
        ContentManager contentManager;
        GameTimer timer;
        SpriteBatch spriteBatch;
        Player player;
        EnemyManager enemyManager;

        Texture2D background;

        public GamePage()
        {
            InitializeComponent();

            // Get the content manager from the application
            contentManager = (Application.Current as App).Content;

            // Create a timer for this page
            timer = new GameTimer();
            timer.UpdateInterval = TimeSpan.FromTicks(333333);
            timer.Update += OnUpdate;
            timer.Draw += OnDraw;

            enemyManager = new EnemyManager();
        }

        protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            // Set the sharing mode of the graphics device to turn on XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            ThunderFish.TAccelerometer.Initialize();

            player = new Player();
            player.OnNavigatedTo(contentManager);
            ScoreManager.OnNavigateTo(contentManager);
            enemyManager.OnNavigateTo(contentManager);

            ScoreManager.Reset();
            enemyManager.Reset();

            background = contentManager.Load<Texture2D>("background");

            // Start the timer
            timer.Start();

            base.OnNavigatedTo(e);
        }

        protected override void OnNavigatedFrom(NavigationEventArgs e)
        {
            // Stop the timer
            timer.Stop();

            // Set the sharing mode of the graphics device to turn off XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(false);

            ThunderFish.TAccelerometer.Deinitialize();

            player.OnNavigatedFrom();

            base.OnNavigatedFrom(e);
        }

        /// <summary>
        /// Allows the page to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        private void OnUpdate(object sender, GameTimerEventArgs e)
        {
            ScoreManager.OnUpdate(e);
            player.OnUpdate(e);

            if (!ScoreManager.gameOver)
            {
                enemyManager.OnUpdate(e);

                //Check collision
                ScoreManager.CheckCollision(player.Radius, player.ballPosition);
                enemyManager.DoCollision(player.Radius, player.ballPosition);
            }
        }

        /// <summary>
        /// Allows the page to draw itself.
        /// </summary>
        private void OnDraw(object sender, GameTimerEventArgs e)
        {
            SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.Draw(
                background,
                Vector2.Zero,
                Color.White);
            player.OnDraw(spriteBatch);
            ScoreManager.OnDrawWorms(spriteBatch);
            enemyManager.OnDraw(spriteBatch);
            ScoreManager.OnDraw(spriteBatch);
            spriteBatch.End();
        }
    }
}